© 2019 autodesk, inc. · early interest at autodesk § consistent looks across autodesk dccs §...
TRANSCRIPT
© 2019 Autodesk, Inc.
Eric Bourque Jonathan Stone Iliyan Georgiev Davide Pesare David Larsson Nikola MiloševićDirector of Engineering Principal Product DesignerPrincipal DeveloperSr Software Engineer
ADGHead of Labs Sr Software Engineer
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MaterialX: Origins at Lucasfilm
Open-Source Data Formats
§ Rich material description, node-based and color space-aware
MaterialX Initiative
§ Rich material description, node-based and color space-aware
§ First significant usage on Star Wars: The Force Awakens in 2015
MaterialX Initiative
§ Rich material description, node-based and color space-aware
§ First significant usage on Star Wars: The Force Awakens in 2015
§ Open standard published in 2016
MaterialX Initiative
§ Rich material description, node-based and color space-aware
§ First significant usage on Star Wars: The Force Awakens in 2015
§ Open standard published in 2016§ Open-source codebase released in
2017
MaterialX Initiative
Early Interest at Autodesk
§ Consistent looks across Autodesk DCCs§ multiple renderers in a
single DCC§ physics as ground truth
§ Abstract Material Graph (AMG)
§ abcMaterial, MaterialX
§ Worked together with Lucasfilm to help build an open industry standard
§ A partnership between Lucasfilm and Autodesk beginning in June of 2016
§ Inheriting the best of both MaterialXand Abstract Material Graphs
§ Autodesk begins developing two key extensions to MaterialX
ShaderX Collaboration
§ The first new feature is a standard set of physically-based shading nodes
§ In addition to patterns, the underlying physically-based shaders can now be portably captured
§ MaterialX ships with shading graphs for Standard Surface and USD Preview Surface
Physically-Based Shading Nodes
§ The second new feature is a framework for shader code generation
§ Automatic conversion of a MaterialX document to domain-specific shading code for rendering
§ MaterialX ships with support for OSL and GLSL, with additional languages planned
Shader Code Generation
§ Leverages MaterialX shader generation in combination with the open NanoGUI framework
§ Provides a ground truth reference for renders of MaterialX content
§ Provides a reference for integration of MaterialX shader code generation into other applications
MaterialX Viewer
§ Autodesk is a strong supporter of Open Source software
§ Our customers’ pipelines are heterogeneous
§ Founding member of the ASWF
§ providing funding and technical expertise
§ helping drive strategic direction
Open @ Autodesk
§ Actively contributing to many existing projects
§ OCIO v2
§ MaterialX
§ USD
§ Have open sourced our own projects:
§ AnimX
§ ShaderX
§ sitoa
§ Standard Surface
Open @ Autodesk
Standard Surface v1.0.1
An open spec by Autodesk
§ Open uber-shader specification§ Artist-friendly parameters § Production proven§ Supported in Autodesk products
What is Standard Surface?
§ Compactly represent most materials§ Modern set of scattering lobes
§ Easy to use§ Minimal set of intuitive parameters
§ Simplification for§ partial representations§ real-time applications
Goals
§ Available now autodesk.github.io/standard-surface
§ Open source (Apache License 2.0) github.com/autodesk/standard-surface
§ Reference implementation§ MaterialX§ OSL
Whitepaper
Inspiration
Layered Mixture Model
Closure representation
Transparency
Coat
Emission
Metal
Thin film
Specular reflection& transmission
Sheen
Diffuse reflection& transmission
Subsurface scattering
§ Reciprocity§ Improved layering model
Future work
Join the conversation!
github.com/autodesk/standard-surface
Contribute!
Why we need a newstandard Uber Shader
§ Procedural packages, from a comp graph
§ Typically bake specific textures before render§ e.g. albedo, roughness, height, etc...
Compositinggraph
Substance Materials in a nutshell
Bake to textures
§ Rely on standard Uber-Shaders§ Know how to approximate for speed
Compositinggraph
Standard Shaders
Maximize Portability
StandardPreview
Bake to textures
§ Conversion to other shading models is known§ Easy to adopt and port (even when lossy)
Compositinggraph
Maximize Portability
§ "Playmobil": Uber Shadersoften good for 90% assets. More common and makes exchange easier
§ Lego: Lobe combiningmore powerful, covers final 10% of LookDev challenges
Two production strategies for Surfaces
§ Thanks to the ShaderX addition, MaterialX now supports the Lego approach
§ With packaging and subgraphs, it can support well Playmobil approaches too
Can work with either
§ Our baseline shading models don't cover cases that are now common§ Too many semi-documented
extended variants for advanced lobes
§ We were considering drafting our own updated standard
We like the portability of UberShaders
§ UberShaders need strong standards to be successful for exchange purposes
§ Need very good documentation§ One standard is better than none
Standards are hard
§ UberShaders need strong standards to be successful for exchange purposes
§ Need very good documentation§ One standard is better than none§ One standard is also better than too many
§ Must have very good reasons to create a new one§ Takes time to gather support from other vendors and studios
§ If only we could find someone to collaborate right from the start…
Standards are hard
§ Last Siggraph, Autodesk included us on a draft whitepaper for a Standard Surface
§ Perfect timing to start a collaboration
Let’s collaborate on a standard
§ Good balance:§ More complete feature set§ Not overcomplicated§ Considers simplifications for
preview purposes
§ Well documented, well thought through§ Crucial to adopt it partially, or evolve towards it
§ First serious effort to make a collaborative BXDF UberShader§ Included in the discussion top experts in the field
We like Standard Surface
§ We are interested in growing some of our existing materials towards it§ Would like to fully embrace it
natively § That is not the state currently
§ We still must be able to export to most models
We like Standard Surface
Implemented for Substance Designer
Implemented for Substance Designer
§ Please follow and participate to this project on GitHub!
Contribute
MaterialX Prototype in Substance Designer
David Larsson
Autodesk Vision Series
Making and sharing Materials
Art by Nikola Damjanov
Shaders
© & ™ Lucasfilm Ltd. Used with Permission.
© & ™ Lucasfilm Ltd. Used with Permission.
© & ™ Lucasfilm Ltd. Used with Permission.
MaterialX Prototype in Substance Designer
© & ™ Lucasfilm Ltd. Used with Permission.
DemoMaterialX Editor in Substance Designer
DemoDroid material setup in Designer © & ™ Lucasfilm Ltd. Used with Permission.
DemoDroid material setup in Designer © & ™ Lucasfilm Ltd. Used with Permission.
DemoDroid washing in Substance Painter © & ™ Lucasfilm Ltd. Used with Permission.
Maya / Arnold Demo
Questions?
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